ppsspp/Core/HLE/__sceAudio.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "__sceAudio.h"
#include "sceAudio.h"
#include "sceKernel.h"
#include "sceKernelThread.h"
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#include "base/mutex.h"
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#include "CommonTypes.h"
#include "../CoreTiming.h"
#include "../MemMap.h"
#include "../Host.h"
#include "../Config.h"
#include "ChunkFile.h"
#include "FixedSizeQueue.h"
#include "Common/Thread.h"
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// Should be used to lock anything related to the outAudioQueue.
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recursive_mutex section;
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int eventAudioUpdate = -1;
int eventHostAudioUpdate = -1;
int mixFrequency = 44100;
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const int hwSampleRate = 44100;
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int hwBlockSize = 64;
int hostAttemptBlockSize = 512;
static int audioIntervalUs;
static int audioHostIntervalUs;
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static s32 *mixBuffer;
// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
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// TODO: Tweak. Hm, there aren't actually even used currently...
static int chanQueueMaxSizeFactor;
static int chanQueueMinSizeFactor;
// TODO: Need to replace this with something lockless. Mutexes in the audio pipeline
// is bad mojo.
FixedSizeQueue<s16, 512 * 16> outAudioQueue;
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static inline s16 clamp_s16(int i) {
if (i > 32767)
return 32767;
if (i < -32768)
return -32768;
return i;
}
static inline s16 adjustvolume(s16 sample, int vol) {
return clamp_s16((sample * vol) >> 15);
}
void hleAudioUpdate(u64 userdata, int cyclesLate) {
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__AudioUpdate();
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CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs) - cyclesLate, eventAudioUpdate, 0);
}
void hleHostAudioUpdate(u64 userdata, int cyclesLate) {
// Not all hosts need this call to poke their audio system once in a while, but those that don't
// can just ignore it.
host->UpdateSound();
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CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs) - cyclesLate, eventHostAudioUpdate, 0);
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}
void __AudioInit() {
mixFrequency = 44100;
if (g_Config.bLowLatencyAudio) {
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chanQueueMaxSizeFactor = 1;
chanQueueMinSizeFactor = 1;
hwBlockSize = 16;
hostAttemptBlockSize = 256;
} else {
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chanQueueMaxSizeFactor = 2;
chanQueueMinSizeFactor = 1;
hwBlockSize = 64;
hostAttemptBlockSize = 512;
}
audioIntervalUs = (int)(1000000ULL * hwBlockSize / hwSampleRate);
audioHostIntervalUs = (int)(1000000ULL * hostAttemptBlockSize / hwSampleRate);
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eventAudioUpdate = CoreTiming::RegisterEvent("AudioUpdate", &hleAudioUpdate);
eventHostAudioUpdate = CoreTiming::RegisterEvent("AudioUpdateHost", &hleHostAudioUpdate);
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CoreTiming::ScheduleEvent(usToCycles(audioIntervalUs), eventAudioUpdate, 0);
CoreTiming::ScheduleEvent(usToCycles(audioHostIntervalUs), eventHostAudioUpdate, 0);
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for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
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chans[i].clear();
mixBuffer = new s32[hwBlockSize * 2];
memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
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}
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void __AudioDoState(PointerWrap &p) {
p.Do(eventAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventAudioUpdate, "AudioUpdate", &hleAudioUpdate);
p.Do(eventHostAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventHostAudioUpdate, "AudioUpdateHost", &hleHostAudioUpdate);
p.Do(mixFrequency);
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{
lock_guard guard(section);
outAudioQueue.DoState(p);
}
int chanCount = ARRAY_SIZE(chans);
p.Do(chanCount);
if (chanCount != ARRAY_SIZE(chans))
{
ERROR_LOG(HLE, "Savestate failure: different number of audio channels.");
return;
}
for (int i = 0; i < chanCount; ++i)
chans[i].DoState(p);
p.DoMarker("sceAudio");
}
void __AudioShutdown() {
delete [] mixBuffer;
mixBuffer = 0;
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for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++)
chans[i].clear();
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}
u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking) {
u32 ret = chan.sampleCount;
if (chan.sampleAddress == 0) {
// For some reason, multichannel audio lies and returns the sample count here.
if (chanNum == PSP_AUDIO_CHANNEL_SRC || chanNum == PSP_AUDIO_CHANNEL_OUTPUT2) {
ret = 0;
}
}
// If there's anything on the queue at all, it should be busy, but we try to be a bit lax.
//if (chan.sampleQueue.size() > chan.sampleCount * 2 * chanQueueMaxSizeFactor || chan.sampleAddress == 0) {
if (chan.sampleQueue.size() > 0 || chan.sampleAddress == 0) {
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if (blocking) {
// TODO: Regular multichannel audio seems to block for 64 samples less? Or enqueue the first 64 sync?
int blockSamples = (int)chan.sampleQueue.size() / 2 / chanQueueMinSizeFactor;
AudioChannelWaitInfo waitInfo = {__KernelGetCurThread(), blockSamples};
chan.waitingThreads.push_back(waitInfo);
// Also remember the value to return in the waitValue.
__KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum + 1, ret, 0, false, "blocking audio");
// Fall through to the sample queueing, don't want to lose the samples even though
// we're getting full. The PSP would enqueue after blocking.
} else {
// Non-blocking doesn't even enqueue, but it's not commonly used.
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return SCE_ERROR_AUDIO_CHANNEL_BUSY;
}
}
if (chan.sampleAddress == 0) {
return ret;
}
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if (chan.format == PSP_AUDIO_FORMAT_STEREO) {
const u32 totalSamples = chan.sampleCount * 2;
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if (IS_LITTLE_ENDIAN) {
s16 *sampleData = (s16 *) Memory::GetPointer(chan.sampleAddress);
// Walking a pointer for speed. But let's make sure we wouldn't trip on an invalid ptr.
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if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16))) {
#if 0
for (u32 i = 0; i < totalSamples; i += 2) {
chan.sampleQueue.push(adjustvolume(*sampleData++, chan.leftVolume));
chan.sampleQueue.push(adjustvolume(*sampleData++, chan.rightVolume));
}
#else
s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
chan.sampleQueue.pushPointers(totalSamples, &buf1, &sz1, &buf2, &sz2);
int leftVol = chan.leftVolume;
int rightVol = chan.rightVolume;
// TODO: SSE/NEON implementations
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for (u32 i = 0; i < sz1; i += 2) {
buf1[i] = adjustvolume(sampleData[i], leftVol);
buf1[i + 1] = adjustvolume(sampleData[i + 1], rightVol);
}
if (buf2) {
sampleData += sz1;
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for (u32 i = 0; i < sz2; i += 2) {
buf2[i] = adjustvolume(sampleData[i], leftVol);
buf2[i + 1] = adjustvolume(sampleData[i + 1], rightVol);
}
}
#endif
}
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} else {
for (u32 i = 0; i < totalSamples; i++) {
s16 sampleL = (s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i);
sampleL = adjustvolume(sampleL, chan.leftVolume);
chan.sampleQueue.push(sampleL);
i++;
s16 sampleR = (s16)Memory::Read_U16(chan.sampleAddress + sizeof(s16) * i);
sampleR = adjustvolume(sampleR, chan.rightVolume);
chan.sampleQueue.push(sampleR);
}
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}
}
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else if (chan.format == PSP_AUDIO_FORMAT_MONO) {
for (u32 i = 0; i < chan.sampleCount; i++) {
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// Expand to stereo
s16 sample = (s16)Memory::Read_U16(chan.sampleAddress + 2 * i);
chan.sampleQueue.push(adjustvolume(sample, chan.leftVolume));
chan.sampleQueue.push(adjustvolume(sample, chan.rightVolume));
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}
}
return ret;
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}
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inline void __AudioWakeThreads(AudioChannel &chan, int result, int step) {
u32 error;
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for (size_t w = 0; w < chan.waitingThreads.size(); ++w) {
AudioChannelWaitInfo &waitInfo = chan.waitingThreads[w];
waitInfo.numSamples -= step;
// If it's done (there will still be samples on queue) and actually still waiting, wake it up.
u32 waitID = __KernelGetWaitID(waitInfo.threadID, WAITTYPE_AUDIOCHANNEL, error);
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if (waitInfo.numSamples <= 0 && waitID != 0) {
// DEBUG_LOG(HLE, "Woke thread %i for some buffer filling", waitingThread);
u32 ret = result == 0 ? __KernelGetWaitValue(waitInfo.threadID, error) : SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
__KernelResumeThreadFromWait(waitInfo.threadID, ret);
chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
}
// This means the thread stopped waiting, so stop trying to wake it.
else if (waitID == 0)
chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
}
}
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void __AudioWakeThreads(AudioChannel &chan, int result) {
__AudioWakeThreads(chan, result, 0x7FFFFFFF);
}
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void __AudioSetOutputFrequency(int freq) {
WARN_LOG(HLE, "Switching audio frequency to %i", freq);
mixFrequency = freq;
}
// Mix samples from the various audio channels into a single sample queue.
// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
// just sleep the main emulator thread a little.
void __AudioUpdate() {
// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
// if the buffer somehow gets full.
bool firstChannel = true;
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for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) {
if (!chans[i].reserved)
continue;
__AudioWakeThreads(chans[i], 0, hwBlockSize);
if (!chans[i].sampleQueue.size()) {
continue;
}
if (hwBlockSize * 2 > chans[i].sampleQueue.size()) {
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ERROR_LOG(HLE, "Channel %i buffer underrun at %i of %i", i, (int)chans[i].sampleQueue.size() / 2, hwBlockSize);
}
const s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
chans[i].sampleQueue.popPointers(hwBlockSize * 2, &buf1, &sz1, &buf2, &sz2);
if (firstChannel) {
for (size_t s = 0; s < sz1; s++)
mixBuffer[s] = buf1[s];
if (buf2) {
for (size_t s = 0; s < sz2; s++)
mixBuffer[s + sz1] = buf2[s];
}
firstChannel = false;
} else {
for (size_t s = 0; s < sz1; s++)
mixBuffer[s] += buf1[s];
if (buf2) {
for (size_t s = 0; s < sz2; s++)
mixBuffer[s + sz1] += buf2[s];
}
}
}
if (firstChannel) {
memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
}
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if (g_Config.bEnableSound) {
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lock_guard guard(section);
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if (outAudioQueue.room() >= hwBlockSize * 2) {
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s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
outAudioQueue.pushPointers(hwBlockSize * 2, &buf1, &sz1, &buf2, &sz2);
for (size_t s = 0; s < sz1; s++)
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buf1[s] = clamp_s16(mixBuffer[s]);
if (buf2) {
for (size_t s = 0; s < sz2; s++)
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buf2[s] = clamp_s16(mixBuffer[s + sz1]);
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}
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} else {
// This happens quite a lot. There's still something slightly off
// about the amount of audio we produce.
}
}
}
// numFrames is number of stereo frames.
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// This is called from *outside* the emulator thread.
int __AudioMix(short *outstereo, int numFrames)
{
// TODO: if mixFrequency != the actual output frequency, resample!
int underrun = -1;
s16 sampleL = 0;
s16 sampleR = 0;
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const s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
{
lock_guard guard(section);
outAudioQueue.popPointers(numFrames * 2, &buf1, &sz1, &buf2, &sz2);
memcpy(outstereo, buf1, sz1 * sizeof(s16));
if (buf2) {
memcpy(outstereo + sz1, buf2, sz2 * sizeof(s16));
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}
}
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int remains = (int)(numFrames * 2 - sz1 - sz2);
if (remains > 0)
memset(outstereo + numFrames * 2 - remains, 0, remains);
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if (sz1 + sz2 < (size_t)numFrames) {
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underrun = (int)(sz1 + sz2) / 2;
VERBOSE_LOG(HLE, "Audio out buffer UNDERRUN at %i of %i", underrun, numFrames);
}
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return underrun >= 0 ? underrun : numFrames;
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}